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- Nov 16, 2001
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Maybe it isn't as drastic as I made out, but I still can't kick the feeling that the trade off is not being offset by the scoring.
When I look at history it just seems that the 20K is sorely slighted.
COTM 03 - DaveMcW wins cow and fastest 20k, but is #18 in score.
GOTM 34 - Bradleyfeanor gets a 1545 culture 20K, an astounding time, and obviously with milking, but still is #7.
There is no way to accurately model the tradeoffs required for a very fast victory. That is because within the game mechanics there is a system of diminishing returns. If you have 300 Cavalry ready to go, you might not kill things quite as fast as someone who has 600 Cavalry, but you've sunk fewer resources into your force that will get you to the Domination limit. It's not linear, because 0 Cavalry won't get you to the Domination limit at all, and 600 Cavalry won't get you there twice as fast. Likely those extra 300 Cavalry will only make a few turns difference, and in some cases won't make any difference at all.
With 20k, if you put all your available early resources into a single city, only building a second city for a Worker pump to add back to the first until it is maxed out, you aren't going to get to the domination limit as fast as if you put a lot of your early resources into a single city, but have others diverted elsewhere and have 4-5 cities at the point where theoretically you could have maxed out your 20k city size, and instead only have it at size 8-10. You won't build a Wonder or two that you might have otherwise been able to build, but you'll have 2x or 3x the resources to keep expanding with. The difference in turns to get to 20k may only be a handful, 1-2% of the overall game turns you would play, but the difference in base score can be upwards of 50% to base score at the best date.
Diminishing returns requires an exponential curve (something like: bonus = ((bestTurn/turn) * maxscore)^X + (milkCurve * maxscore)) to accurately model. Problem with a bonus of that nature is that if it is off by a little bit from a turn perspective, it will be off by a whole lot from a score perspective. The very fast 20k's for example gave up about half their scoring potential to reach those extremely fast dates. So if we design an exponential curve that gives a turn bonus of half of max score (on top of the regular "no-tradeoff" bonus) to a game that beats the victory best date by 20 turns, what happens when/if someone beats the victory best date by 30 turns? They'll end up with several times the max score bonus. Because the best dates are not accurate to within a turn (probably accurate to within ~30 turns) an exponential curve on the date bonus side of things operating off the best dates is going to cause huge variations in score. Not 9k-12k... but 9k-200k or worse. It will essentially make the competition random. Whoever guesses which best date is off the most (and can play competently) will win by a huge margin over anyone who guesses the wrong victory condition.
The current scoring system has variation in it. It's ~10% most of the time, which is far better than I hoped for considering that we've used mods and are comparing across various game versions. Luck factors in to, and an early Settler can mean another 5-10%, but you can't model luck in any case. So you end up with a max score from 10k-12k depending on how lucky the player gets and how well the map is set up for their chosen victory condition. The best players will consistantly be in that range regardless of victory condition. Whether they are at the top or bottom of that range will have more to do with luck than the victory condition they choose.